Kensai:
- The +6 Universal Save bonus vs Spells, and the +10 to Spot/Listen bonus is removed from kensai.
- Kensai is being phased out as a character creation option. Existing kensai will remain as legacy characters.

I made a number of updates to the EE server, adding many rare encounters and generally improving playability.

As stated in the other announcement thread I hope those of us who already have access to EE can begin playing there prior to migration. The more feedback we have before migration, not only on bugs, but also to improve playabilty, would be really worthwhile!

Migration is complete and we are officially on EE now for all server (Except FL and Arena).

You will have noticed a few things like the Theme on the forums have changed. This is temporary as we had to update the boards for the new setup.

There are some issues with this migration players should be aware of, some are bigger than others. We'll try and fix them as we go for the next couple of days.

* Portal Wipe
All your portals on characters have been wiped, they were linked to your 1.69 key and as you are using your new EE key now they got lost.
You can still grab these portals as usual. We have a fix for this we hope will restore your portals pending, so will be available next reset.

* Server Transition
Very likely you'll get an error message when doing this as you jump to another server and you'll find yourself in your character vault.
Just select the character you were playing on and hit play again and it will connect to the server and port you properly to the area destination.
This seems to be an EE issue and Beamdog is aware of it.

Other known, but minor issues,

* Stacking issues, we have disabled stacking on some items in wait for NWNX update. (This will take place next reset!)
Some players have received the short end of the stick on this one already
* Classes display on character list
* -walk alwayswalk/naturalwalk does not work with keyboard movement.
* Arelith custom monk weapons don't work. (Will be fixed soon)
* Arelith custom weapon finesse weapons don't work. (will be fixed soon)
* Spell special abilities don't work (includes GSF infini and healer/druid spontaneous casting).
* Stealth reveal.
* Disguise - no name change

Due to the above, the weight cap for bags has been temporarily removed.
Don't try to make golems if you already have a golem.

We'll try and get as much of this fixed as we can the coming days. Some things are out of our hands (Base game related or NWNX functionality not yet available) so bare with us as we try to mend everything as we go. Oh and welcome to EE!

We don't normally post bug fixes here but it's likely this one was given up on:

Save spellbook function now properly works for domain spells, or should, you will have to reset (drag them back over to your spellslots from your spellbook) your domain spells and resave the spellbook.

Status Changes
----------------------
- Two new status meters have been added: Fatigue and Bowel.
- Fatigue can be kept to manageable levels by walking or sitting.
- Bowel needs can be seen to at every major settlement.
- Porta-Potty now a craftable recipe under Carpentry.

- A vastly expanded range of encounters when selecting 'Scour the Seas' on a PC vessel. A mixture of various new NPC ships and landfalls. (approximately 20 new areas)

- 2 new PC ships. The 'Ironhelm' a Dwarven Longship of Brogendenstein that shares the Cordorian Flagship's special ability to hunt down specific PC targets, and a second temporary hire longboat available at Cordor docks.

- Expansion of Brogendenstein. A new, far larger, port. The addition of a barracks and extra housing.

- About 30 new 'monsters'

- An 'elongation' of the deck area of Cordor Flagship and Weary Troubadour

- Sencliff is added as an alternative start location for new characters, who will start at level 3 with pirate tattoos/contract.

- New dungeon on Sencliff

- Pirates can now tell what rank they are

- Lower ranked pirates are no longer so obvious to notice at first glance

+temp Will start a conversation with optional prompts for information to help you create a description.

Conversation notes:

Properly formatted imperial or metric height and weight will be displayed in both measurement types.

Example typing in: Just shy of 5 foot or Just shy of 152 cm.

Will be converted to: Just shy of 5'0" (152 cm).

Proper imperial formats are:
Height:
Imperial: ????' or ????" or ????'????". You can also use foot, feet, or ft and inch or in.
Metric: ????cm or ????centimeter
Weight:
Imperial: ????lbs or ????pound
Metric: ????kg or ????kilogram

The ? can be any letter/number/symbol as long as only numbers and spaces are right before the symbol: 3 ' , 3', About3' are good, 3 text' is bad.

The height/weight values are from:
Races of Fearun > Forgotten Realms Campaign Setting > Player's Handbook > Monster Manual 3.5 > wiki (though only hobgoblin weight for that one). If your race didn't appear in any of those or is a special race the default height/weight values are used.

Liberties:
Rounded up/down to the nearest 5 or 10 in some cases.
If the race had a higher max height/weight from the random table or the race's description. I used the higher.
Same for minimum using the smaller.

Gray dwarves default's are the same as gold dwarves. On Arelith they are quite a bit removed from their slavery roots.

Shield dwarf females can be as heavy as gold dwarf females.

Of course if you don't want to use those values you can set a custom value for any (sub)race.

Additional aliases:

-savedesc
-deldesc
-recdesc
-listdesc

Additions to disguise:

Disguising under the same name as a description label will also change your description.

Players with nefarious agendas that questions their own morality can now actively rob grave sites around the island.

Similar to how treasure hunting works, players will actively discover dig sites that will unearth a coffin possessing valued possessions of the deceased. These locations extend across all three servers, and have varying difficulty and reward. Players require a shovel to dig up the treasure (have a shovel in possession, and just clicking on the dig site will uncover it).

Players will also receive an experience reward for uncovering these coffins / chests (subject to increase or decrease).

Other Changes:
-----------------------

Minor conversation fixes, placeable fixes and description fixes in areas all over the island.

Format: mM/dD/yyyy (lowercase are optional). Can also use - instead of /

-time 3/4 8 AM EST

-time 8 AM EST still works.

According to the date will tell you if that timezone is observing DST/Summer time or not.

If no date is entered uses today's date.

Issues:

Leap years are only counted successfully for the current year. (really only an issue if you future date months into advance)
Don't put to much faith in it the day that DST starts or ends (mostly for the timezone that's being converted to).
DST notifications only work proper for north hemisphere.

Technical stuff:
If you want to override the day that DST starts/ends for a timezone you can do

-time -set EST,3,4

Also valid in other uses of -time

That is starts the 3rd Sunday of march, and ends the 4th Sunday of October.

Values:
1 First Sunday of March (or first Sunday of October)
5 Last Sunday of March (Last Sunday of October)
6 First Sunday of the next Month.
etc.
11 First Sunday of the next month.

If your location doesn't observe DST it's still recommended to use the GMT offset.

Defaults:

EST, PST, MST, CST: 2nd Sunday of March to start, First Sunday of November to end.
BST,CET: Last Sunday of March to start, Last Sunday of October to end.

The Underdark Shipyard (now named 'Treadstone Locks') has received a large update, to accommodate the burgeoning population of the servers.

- 13 new houses
- The 'Treadstone Tenement', with 16 rooms for rent.
- An 'Underdark Race' only portal, serving the surface server.
- 6 New Player Shops
- A number of new merchants.

This moderate expansion to the Underdark should not only address the housing crisis there, but also allow resident players to take a more active role on the surface. It is my hope to one day soon introduce a second Underdark player ship, a temporary hire vessel serving as an alternative to the Dreadnought.

- All areas north of Cordor City (above farmlands/Northern Outskirts) are now on the surface server.

This not only should help balance players between those two servers, but will also make horse travel more viable, and help with portals/travel.

More such changes will follow in the next week or two as we attempt to balance player count between servers. Will post in a general topic about this soon, sharing what is planned (as well as some very good news on the subject)

- Sword & Dagger. At level 10 and beyond, Rogues with the Ambidexterity feat will receive a free weapon feat in Dagger for every weapon feat invested in Rapier, and vice versa. This applies retroactively to any weapon feats chosen before level 10. If the Rogue is a size Small creature, the applicable weapon types are instead Short Sword and Dagger.
Feats Covered: Weapon Focus, Epic Weapon Focus, Weapon Specialization, Epic Weapon Specialization, Improved Critical.

Level 16: Dust of Silence - Buffs the Move Silently of the Rogue and nearby party members for a number of turns equal to Rogue class level.

Level 18: Disjunction Shard - Anti-Construct grenade that does increasing amounts of damage with Rogue levels. Also does an AoE breach effect that affects both constructs and non-constructs.

Level 20: Mirror Dust - Creates a cloud effect at the Rogue's location. Creatures passing through the cloud gain a lingering debuff to AB and a lingering Miss Chance debuff.

Level 22: Beholder Dust - Creates a cloud effect at the Rogue's location. Creatures passing through the cloud gain a lingering debuff to Concentration and a Spell Failure Chance.

Level 24: Paralytic Caltrops - Creates a field of caltrops that causes one round of immobilize and a lingering movement speed debuff on a failed Reflex save. Targets who fail the saving throw are immune to further flashbang and paralytic caltrop effects for 3 rounds.

Level 24: Flashbang - This grenade causes a one round Stun effect and a lingering -2 universal save debuff on a failed Reflex save. Targets who fail the saving throw are immune to further flashbang and paralytic caltrop effects for 3 rounds.